RELEASED ! as version 0.8, I hope you'll enjoy: https://steamcommunity.com/sharedfiles/filedetails/?id=3557059235 Wonderful model by Mexes is ~95% implemented right now. New player to join D50, T43/45. Technically can race W125 in various tracks too. Should I include "modern historic" versions ? I hope people use them less than original years versions. I am speaking about Lancia and Cooper that I already published for everyone to enjoy. I am worried they get misused with modern historics versions. Also I wonder if to add 1957 engine, that had some more power and better cooling. It would make this a little bit too fast. But so does 2.2L engine for Cooper. Currently still tweaking physics a little and testing, and a thing or two still to polish. Release is almost there. Bonus car is Maserati 250F I think it is pretty good car. Link for version 0.5 available in my Discord: https://discord.gg/XuvmKmr3
Well, that's good news. I'm looking forward to it. Thank you in advance for the time and effort you're putting into this. Whether it's an Italian, British, or perhaps German car doesn't really matter... it's going to be... AWESOME ! ! !
Really good news. It's great that there are still people like you out there who aren't letting this rFactor2-scene die out. I hope there are more projects from you. You're always at the forefront in terms of quality. A huge thank you from me too.
I don't know if I'll have time to push much extra miles to keep on quality high, but the more cars are used and the more people shares ideas, the easier for me to go further. I did do quite a few of cars already, and some things that count as an extra mile to me, now feels just normal. It looks like I can't quit modding, it has become a hobby to me, and I have to do something from time to time. The only difference is if it would be for public or not. Those which aren't for public I still would like to share them through video, Niels Heusinkveld style, but I don't do it, because I wouldn't do it nowhere near as well as he does, and it feels weird to talk. The new car is going great, and I probably could even release it in next couple days, but I probably should use more time. It is one of those. Except the French one, but I added it, because I think it is awesome. Which one would you consider best, most interesting ?
In keeping with the Cooper, the Lotus would probably be most interesting to me. Also, you don't need to speak during a video because your writing is clear and you can always add text overlays. Alternatively, type what you want to say and then feed it to AI for the voiceover... many YouTube channels do exactly that.
Perhaps someone would like to work on skins for what I am doing, and perhaps UI icons for it ? I would like them to be done on the level or better than they are with Lancia D50, with various details of oils, dirt on them.... some could be clean or almost clean, some could be a little more just after a long race type of look. For typical painting - nothing unusual, just 50s race car numbers... So it would be simple numbers, various details on paint + region map. On the same go could perhaps test a car, how it drives and if everything is alright. But in a million years I haven't met people who would do test driving for my cars, so I don't expect that, so I don't get demoralized further... Some incredible quality 50s racing footage:
I can't help with skins, I'm afaid. Never tried it. However I recall Bears and I doing some very early testing for you with the 50s sports cars. Or my mind may be slipping worse than I thought. At any rate, I'm willing to test, and others would probably be interested as well. Let me know. Keep up the great work. BTW my vote: ALL OF THEM!
Yes, I would love Mercedes. As I would also love evere Uhlenhaut car. I do have W125, 300SL as 1954, as upgraded 60s GT and would do modern historics upgrade too, probably will do 300SLR for myself too. W154 would be very nice too. W196 would be amazing addition. Ideal up there with D50. Very unique car and no doubt it is exciting to drive just as D50 is, perhaps a bit more civil, maybe not. The problem with it is model. I would probably have to do it all from scratch. I don't see anything available. Lotus 16 would be great too. It had sequential shifter - requires preparing shifter... super light car. Sits very low. Definitely a good option. Vanwall VW5 is great of course, winner of first constructors championship. The big version of Lotus 16 lol. Supposedly wasn't as great handling. But I guess all of them were in comparison to 250F. I think it must have handled well. 250F surely a legend must have too. Beautiful engineering, only good words about its handing wherever you look at. I don't think it means you could have drifted it like infantile tiktoker holding selfie stick everywhere, it probably still required decent level of skill, concentration and patient wisdom of "safe is fast". But it must definitely had to be little less demanding car. Of course through many years it was developed a lot. I think in 1957 it was pretty much as fast as D50 and W196 were in 1955, or silver arrows in 1937 with their monsterous power and no mercy for tires. And with handling being less demanding. T51 changed F1, right after it almost every other car was mid engined. Soon speeds in F1 starts to rise rapidly, even with 1.5L engines. As well as all of the rest of motorsports started exploring mid engine cars very soon. I think it was very fun to drive. One of the first cars you can spot driving with inner front wheel up off the road. I honestly don't know much about BRM, but it was probably awesome too. I like its looks. This is not P25 haha, but this is my desktop wallpaper right now: Last but not least, The Alfetta. Beautiful car, 50s and pre war at the same time, essentially pre war voiturette formula. It would be slow with the rest. It could still be wonderful car, with great driving experience. But I would prefer 1938 Alfa Romeo 308C.
Looks like it is time to reveal the car, as my intentions to rise suspense and interest were achieved. I must say it was a great campaign to attract interest. Simracing sites are writing articles guessing the car, even overtake.ggg did it. Wonderful simracing influencers has made numerous super high effort super smart videos that includes this. I have been getting hunderds of personal messages. Max Verstappen test driven this car, and said he feels like Stirling Moss. Goodwood revival contacted me, they said they never seen anyone as real as me, and they encouraged me to keep going, I encouraged them the same. Motorsport games contacted me too, they said this car has to be official car and they will restore rF2 development for it, and they will properly implement clutch, but I said no, it is going to be free mod, but I said, yes please do the rest anyway. This is right now 95% implemented model I'd say. A beautiful model by Mexes of Vanwall VW1-11, I call it VW5. Dunlop tires a little snappy, but just the right amount.
Kudos to you mantasisg. I honor your fortitude & perseverance in building these magical vehicles for us to experience. Bravo & enjoy the platitudes
Model is by Mexes. As well as Cooper T43/45. Some of finest in rF2 in my opinion, minus official content, or perhaps even up there. Certainly modeling and texturing are superb. I have just readjusted some details, like lowering seat, reduced size of steering wheels because driver animation dictated this. Rotated car body, as it was modeled with ~1.4degs rake. And prayed I won't accidently mess up the great 3D work. I did add rims blur, very simple objects. But it gets very tricky with implementation, as alway, not a single car ever got their spokes blur effect without any issue. This thime I am having one weird again. I have the effect alright in developer mode, but in main game it is not good. I will share an issue, before I go to sleep, perhaps someone (@svictor ?) would have some idea. It is fine now in devmode, but main game not. I had same issue in devmode once I have enabled twoside faces rendering for spokesblur material. When I disabled it, it renders well in devmode. But issue persists in main game. I have opened objects in 3dsimed, it illustrates an issue, middle faces transparency isn't rendered properly in there too. Can't see issue in blender, or anywhere, front and rear wheels are UV mapped differently and use different texture locations. And it does look right in devmode. Just not in main game. My main wonder right now is if I could solve this simply by adding or removing some line from spokesblur shader json file. Physics, my main thing, are going very well, I am happy with tires. Really lovely subtle feel of grip and transients off and in slides. FFB feels very good. Tires a little snappy not too much, though you are better inducing understeer than oversteer with this car. You can have blast with powerslides and drifts too, some very exciting saves. But it might eventually snap on you if you get too careless and will keep repeating abuse of rear tires constantly.
@mantasisg To the Rim Blur Problem .... if you use Alpha Transparency, ensure that you use Alpha Sort Values (5-8) in that Way, that the Material that is in the Foreground in the View, has the highest Alpha Sort Value and the Materials behind of it Values that is 1 Number lower. And i would suggest to start with 7 as highest Value. What is a bit strange, is, that you have different Effects in DevMode and main Game. And "double Sided" for Materials should generally not be used anymore. BTW I guess you know it, but in 3DSimEd, Material JSON Files get ignored. You see the Material Data that is stored in the gmt there.
Great work @mantasisg It's hard to guess the rim issue without seeing actual file, but a possible cause could be: If the blur works perfectly in DEVmode, but not in main game, it is probably indicating that some "duplicated" files are shared amount differently mods (or folders) in DEVmode, so they work fine in DEVmode, but they are not packaged correctly into mas for main game. For example, you may have a file named Blur.json or Blur.dds, and there are multiple copies of the file with "same file name" in different folders, and somehow the "correct version" of this Blur.json is loaded in DEVmode (due to high loading priority), which gives no problem. But in main game, the old (or wrong) copy of the file is packaged in mas (or even missing), so the effect is not showing in main game. Also make sure each material name is unique for each specific mod (add unique prefix to all materials). This is essential to avoid any material & texture conflict issues, because a mod with same material name can override material from another mod (including track mod materials).
Situation just got stranger. I launched game today, and issue seemed just simply gone by itself. At first I was only testing with AI driving altering from real time racing and replay views. Unfortunately later when I decided to drive this happened. At first spokes blur was fine, as I was driving I was specifically observing AI cars racing side by side. Then I checked instantaneous replay pressing R and it was still fine. Then I came back to driving and turned car control to AI, entered free view mode and checked car from side, and this issue was back. Then I tried to reproduce the issue in Devmode, and couldn't do it. Maybe it could have something to do with tracks too, in game I tested Pescara and Belgium, don't have them in Devmode. @redapg @svictor Thank you for help. I am using alpha sort value of 7. That is not idea, but I have to use it for this can and for cooper too for some reason. I wonder ift hat plays into issue somehow. Yes I know that 3Dsimed doesn't take json files, but it was just interesting to see that this rendering issue is appearign there same way, so perhaps it is somehow related to the way game reads shaders in this case. I also thought that something is duplicated in files, but it isn't json file has unique name, and material too, as well as textures. I'll test the car more, and if this issue only appears in specific circumstances such as switching between AI and player, or switching fro mreplay back and forth, then I will release anyway. And look for cause later. It happens with these little issues, that it could take straight up week of hourly work daily to find whats wrong.... Also interestingly rimblur transparency have little issues from trackside view because of blur, I have blur set only for trackside, it is different issue then, seems like alpha sorting gets thrown off... not ideal, but I am not worried about that though.
Maybe this is the deciding Part. I can not remember exactly if it was in free View, but there was a Report about different "Behaviour" of Cams between DevMode and Game, some Time ago.
Check if you have "Auto Detail Framerate" option enabled in UserData\player\player.json file. This option is known to cause LOD reduction when below certain framerate threshold (check out forum search yields a lot similar reports, such as this). And according to your experience with random missing/appearance of rim blur, it is highly likely caused by this option. (RF2 seems removed this option from game UI sometime ago, so you will have to manually edit in json). Further more, track side camera and car camera both have different "LODMultiplier" value that set in each ".cam" file, which the game will multiply all LOD values from GEN file with either track or car cam LODMultiplier to produce final LOD, which means LOD behavior can vary from track to track even with the same car. For example, IOM has most of the track side camera LOD multiplier values manually set on 1.0 to avoid "float track piece" issue, while most other standard & official track mods have LOD multiplier in the range of 2.0 to 6.0 in track cam file (which enables further view range). Finally, RF2 engine has a known limitation with sequenced 3d/texture animation. The result of this limitation is that animation will "freeze" when viewing the object (that contain this animation) at certain angle (notably from side or behind); or when there are several separated copy of the same animated objects that using the same sequenced animation material and those objects are close to each other (this is the reason that, if you unpack Dundrod and check 3D bird animation, you will see that I duplicated same animation material json into multiple copies, to avoid animation freeze issue). And this animation freeze issue still exists in LMU as well. This issue is mostly noticeable from those track side 3D animated Flags (such as the big flag at COTA), which they some times stopped waving when viewing at certain angle.
rF2 is going to be a little weird sometimes... I had Auto Detail Framerate thing disabled. But seems to me like the link in your post @svictor was helpful, because I forgot about rF2 Cbash and Shaders folders, and how it is sometimes good to delete files from them. I think I only deleted them second time ever right now. And I am not hundred percent sure, but I haven't seen that issue again. Actually I did for first time loading some tracks, but they also had bad shading, such as Thruxton was looking bad first time, I exited, and restarted Thruxton and track shaders looked great, and I didn't see my wheel rims blur issue then. Perhaps this is it... Few screenshots from just now, for some reason all are from same angle: Note to myself, consider making car setup more understeery by default, in Monaco it feels like you have to make it as understeery as possible. If you understeer, you don't oversteer and spin, unless understeer snaps into oversteer haha And in general there are loads of pictures of it understeering very much. Such picture makes sense. And perhaps this is first case of inner wheel up off the road I have seen. Another interesting thing about Vanwall that it could have plenty of rear camber, unusual at the time. Also as there might be some confusion regarding what is Vanwall model name, it didn't really have name. Looks like they had name for each chassis instead. This is what I have found in primotipo: https://primotipo.com/tag/vanwall-vw5/ "In terms of the chassis’ used during 1957, the four 1956 cars were retained and modified to the latest specifications by a team of eighteen mechanics, Don Capps wrote that ten were planned for the year, his notes on the cars are as follows- VW1, VW2 never completed, VW3, VW4 won the British GP, VW5 won the Pescara and Italian Grands Prix, VW6 was the Streamliner which was converted back to normal bodywork, VW7, VW8 Lightweight chassis, VW9 Lightweight chassis not assembled during the season and VW10." Somewhere it was written what chassis entered 1958.. I think there was eventually one more 11th chassis, or one older chassis was just turned up to 11. Later on they also had this which was also VW11, or maybe it was actual 11th chassis modified, I don't know, but it obviously got its transmission axle moved so it was lowered: And eventually swan song - VW13-14 ? Looks pretty damn ultimate to me. All the great stuff, rear mid engine. Real tires - no asphalt roller cylinders of 100inch width, no wings - drag making benches. And there is little more of a car than just engine and wheels.